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PSU: Hamma is Alf
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2012-07-05, 11:10 PM | [Ignore Me] #121 | |||
Private
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I for one would be interested to see the two losing factions fighting back from their respective warp gates whilst the thinly spread winner scrambles to defend against coordinated assaults on two fronts. If it becomes clear that the two factions are not able to effectively fight back, a reset may be necessary, but I would hate to see any break in the persistent action at all. One of the selling points of this game is the idea that if you capture a base, it's yours until someone comes and takes it from you. I don't see why this logic shouldn't apply to continents as well. Being able to capture warp gates opens up the possibility for factions to be completely unable to fight back, and having a continental reset is essentially just a larger scale match win like in any other FPS. I don't feel like that fits particularly well with the developers' vision of PS2. Ultimately the thing that turns me off of the idea of having a winner is the fact that it necessitates having losers. If players know that their faction can completely lose on a continent, what is to keep them fighting? I would think that if it became clear that loss was imminent for their faction, many players would be likely to concede, jump ship to another continent/server, and kill time until the inevitable reset levels the playing field. Having a refuge from which to mount a coordinated counter-offensive seems more likely to keep players in the fight, even if their faction isn't doing particularly well at the time. |
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2012-07-06, 02:39 AM | [Ignore Me] #122 | ||
Private
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Nice post
Due to typing this on my phone I'm not going to quote the third paragraph. But in reference to the third paragraph you raised a very good point about most people will concede. Because people will if they know a loss is just around the corner, most people do have no will to fight. My only suggestion to that would be to reward the defending faction in a big way, extra resources for each base defended, which makes the other factions win so much harder to achieve. This also encourages really long battles because what most people are stragetically thinking with resources is to starve enemies so they have the vehicle advantage. I can tell already those are going to be the most intense battles and very well thought out ones. With that in mind would you think winning is even possible with that thrown into agenda, it sure looks impossible to even win, which is good, if people know they can win they will seek that, thus encouraging people to keep trying harder and harder to be the best. A lot of new players to the game (due to F2P) will come from other games like CoD, BF and such, with this new playerbase people are coming from games that are based around small wins to come to a game that ... Doesn't win overall? Their ranks and K/D ratio's that they flash their e-peen's over don't exist anymore, so what's to keep them playing? Apart from the immerse battlefield, beautiful graphics and game engine. This game has a lot of variables to its gameplay to offer to people in terms of being being a good MMO and a great FPS. Though its not even so much about the game, its about the people when it comes to winning. MMO players either like PvE or PvP or both. PvE players normally like the storyline from that game and a lot of them like raiding, people like raiding and that comes to wanting to be good at the game. PvPers do that in order to win all the time and be the best. Same with FPS gamers, the vast majority of people play FPS games to be good at them, to win at them and be the best in them. Now correct me if I'm wrong, but do people still play other FPS games and other MMO's? I'm sure they do. Why? Because they have that bigger goal to achieve in the game. Planetside 1 as much as it did have a big playerbase, a lot of died out after 3 years, whether that be through real life problems or whatever. The fact still remains that even though you may or may not realise but you are doing something that you can never truly accomplish. What keeps 90% of people working in their current job? They may be bored and do the same thing over and over but they stay there because they get paid. People like the end result of whatever they do. Those that don't like the concept of planetside 2 being a winnable game is it because people don't like change? And that's stopping a new playerbase from enjoying a sense of achievement?
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2012-07-06, 04:33 AM | [Ignore Me] #123 | ||||
First Sergeant
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I guess at the end of the day I don't want to see this game try so hard to please everyone that it ends up being this mish mash of half-done ideas that don't really end up satisfying anyone. A very strong 'win' condition where one team wins and the other 2 loses seems to go against their idea of a persistent world in any way I can consider there being a 'win' that has any meaning. If a 'win' doesn't affect the persistence of the world, and in the end is just the game popping up on the screen "You are winner!", I don't see in what way the Achievements system wouldn't accomplish this. |
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2012-07-06, 02:48 PM | [Ignore Me] #125 | |||
Private
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MMO's have proven time after time that, even in a simulated world, obtaining wealth and power is a strong reward and motivating factor. To maintain interest MMO makers simply move the goalposts, adding more levels and more uber loot etc. To keep people playing PS2 after the initial wow factor wears off, you're going to need equally strong motivating factors. PS1 lacked these. |
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2012-07-06, 03:56 PM | [Ignore Me] #126 | ||
Staff Sergeant
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true for some, also false for others. wow's downfall was the xpacs. wow did change its design with the xpacs it put out. at vanilla you could hold onto your gear for a year and you were progressing based on skill. then the xpacs came and skill was replaced by overpowered gear constantly being introduced. you can't beat it now? just wait a bit til you get more gear and you the content will be a joke. they "moved the goal posts" every 3 months, making your gear and accomplishments feel irrelevant faster than you can attain them. this also came with dumbed down content and a horrible community focused on player's gear score rather than knowledge of the game. what? you don't have this new gear yet? its so easy to get. just farm a bunch of boring easy content and the better gear will be handed to you. player skill was removed from the equation. it was all about being a time sink for that monthly resubscription.
Last edited by infected; 2012-07-06 at 04:01 PM. |
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2012-07-06, 04:26 PM | [Ignore Me] #128 | |||||
Private
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Thank you.
If you were to capture a whole continent with the exception of the enemies' warp gates, I have no doubt that you will get a "Continent Captured" message, and a nice addition to your stats page. This does not necessitate capturing the enemy footholds and forcing a continental reset, nor does it require providing a bonus to the other factions. In the event that the VS were to push back both the NC and the TR to their respective footholds, the VS would be forced to defend against a concentrated assault on two separate fronts. With that in mind it doesn't seem unlikely to me that the NC and TR would be able to successfully push the VS back without the need for a reset. The fact that the world is persistent despite your wins and losses is what makes PS2 stand out from the rest of the crowd. Imagine how great it would feel to be a part of a coordinated offensive that pushes both enemy factions all the way to their warp gates. Now imagine how much greater that feeling would be if it was you who had been beaten back to your foothold when you started that offensive. That is not a feeling that can be provided by any MMO or FPS that I know of, and that is what makes PS2 special. It's clear to me that the developers are trying to make PS2 about more than just how many times you win or lose, they are making it about what those wins and losses mean in the context of a persistent world.
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2012-07-06, 08:09 PM | [Ignore Me] #129 | ||
Private
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Not in the traditional MMO sense, but consider how SOE plan to make money on this game. Haven't they said that levelled players are likely to be 20% more powerful than those who aren't? Won't they be more flexible? A different type of power. Aren't resources from capturing territory just another form of loot?
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2012-07-06, 08:12 PM | [Ignore Me] #130 | ||
Major General
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^^^ Hard to tell about that right now. I, unfortunately, have not played the game yet. Beta, soon....
But yes, you're right in a way. It really all depends how the resources flow and what they actually give you I guess... I don't see how you will feel irrelevant when new stuff comes out. Well, not in the same sense as you would in WoW at least.... Last edited by Crator; 2012-07-06 at 08:16 PM. |
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2012-07-06, 08:24 PM | [Ignore Me] #131 | |||
Second Lieutenant
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2012-07-07, 04:05 AM | [Ignore Me] #133 | ||
Corporal
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If there is no tangible victory condition there's nothing that separates this game from a glorified TDM match.
The issue is the endgame, there is none. There's no sense of accomplishment other than "Oh look.. we took bio-lab #5". That's an issue SOE will have to figure out. |
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2012-07-07, 05:11 AM | [Ignore Me] #134 | ||
First Sergeant
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It's not an issue at all, it's one of the core aspects of Planetside that makes it the incredible game it is/will be. One really has to experience the persistence to understand the beauty of it. Let's try to wait for beta before we try to change one of the most important mechanics of this game.
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